When I tested the updates over the weekend I got a crash on the TOS interior when I selected it in the map template choice menu and hit create or ok or whatever the button is. Testing it last night (while watching your Primetime UGC interview Zero, which was great!) and it didn't crash, however the Defiant interior and had the same crash.

The Foundry Roundtable live Wednesdays at 7:30PM EST/4:30PM PST on twitch.tv/thefoundryroundtableForums are like Sanctuary Districts, complete with Gimmes, Ghosts and Dims.

When I tested the updates over the weekend I got a crash on the TOS interior when I selected it in the map template choice menu and hit create or ok or whatever the button is. Testing it last night (while watching your Primetime UGC interview Zero, which was great!) and it didn't crash, however the Defiant interior and had the same crash.

Most of the interior maps crashed on me the first time I tried each of them, second time was the charm, though it took a while for them to load the second time around.

We really need a "neutral" backdrop for use on ground maps with a high level of ambient lighting, as well as lighting coming from straight above. Right now the lighting on custom interior maps look very weird because all of the characters appear as if in shadow, while the walls are brighter or dimmer depending on which way the sun is shining.

What we need is a soft light source that is directly above, along with enough ambient lighting so that characters don't appear strangely dim when located underneath a platform.

Along those lines, is there any chance of allowing us to customize the lighting of ground maps in the same way that we can customize space maps? That sort of change alone would help us solve the problem. Even on legit ground maps, a lot of the exterior backdrops have really glaring lighting.

As for the lighting in those maps, they're all made to work with the Mars backdrop. If you use that and you still think there are lighting problems, I can mention them, but I'm not sure of the timeline for changes.

The problem with the new Sol system maps is that they default to the Stars 01 backdrop which looks terrible. The bloom level is way too high, and it looks really bad on high setting, and still pretty crappy on the lower setting (not disabled). I can't even recognize Jupiter as being Jupiter with that default backdrop. I've never seen any representation of Jupiter that was lit that way. The whole surface is shining such that it appears to be a sun in its own right, and there is a really glaring halo around every single moon/planet.

The Mars lighting looks better, admittedly. Can you please set that to be the default for those maps? When I first saw the maps with Stars 01 they looked like crap, and many are not going to know that Mars is the proper lighting to use. I still think some tweaks may be needed to reduce that extreme glare on the Mars backdrop, but since we can customize space lighting ourselves it's not such a big deal.

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Originally Posted by zer0niusrex

Soriedem -- we didn't really add any/many new Cryptic maps for either faction. We had artist time, which meant adding templates. Adding Cryptic maps is designer time, which is very short supply right now. I'll add it to our list, though.

If you have artist time can you please add a blank wall that matches the Wall - Door 01 through Wall - Door 08 walls (basically the Starfleet wall). Having to mix in Wall - Generic Ship 03 with those walls is not ideal at all.

Also, since we now have separate doors, it might be worth adding a similar wall with an empty doorway. Currently there seem to be some serious pathing issues when using the Wall - Doors. Maybe pathing would work better with separately placed doors that aren't part of the wall (hopefully they are set to not be taken into consideration for pathing purposes)?

Regarding the bridges, why are the Turbolift doors still sealed? It would be better if they were open so that we had access to those areas. Some bridges appear not to actually have Turbolifts on the map, but even those which do, such as the Generic or Galaxy bridge, don't allow access to them.

I'm guessing there's some reason that working doors cannot be added to these bridges? In any case, having all areas, including the Turbolifts open would be better than having them closed off.